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@ -11,7 +11,7 @@ hard-coded to rely on the concept of the global 'tick'. Evennia has no such noti
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use tickers is very much up to the need of your game and which requirements you have. The "ticker
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recipe" is just one way of cranking the wheels.
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The most fine-grained way to manage the flow of time is of course to use [Scripts](Component/Scripts). Many
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The most fine-grained way to manage the flow of time is of course to use [Scripts](Scripts). Many
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types of operations (weather being the classic example) are however done on multiple objects in the
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same way at regular intervals, and for this, storing separate Scripts on each object is inefficient.
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The way to do this is to use a ticker with a "subscription model" - let objects sign up to be
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@ -98,13 +98,13 @@ The `callable` can be on any form as long as it accepts the arguments you give t
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> Note that everything you supply to the TickerHandler will need to be pickled at some point to be
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saved into the database. Most of the time the handler will correctly store things like database
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objects, but the same restrictions as for [Attributes](Component/Attributes) apply to what the TickerHandler
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objects, but the same restrictions as for [Attributes](Attributes) apply to what the TickerHandler
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may store.
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When testing, you can stop all tickers in the entire game with `tickerhandler.clear()`. You can also
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view the currently subscribed objects with `tickerhandler.all()`.
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See the [Weather Tutorial](Howto/Weather-Tutorial) for an example of using the TickerHandler.
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See the [Weather Tutorial](../Howto/Weather-Tutorial) for an example of using the TickerHandler.
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### When *not* to use TickerHandler
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